19,298 Commits over 1,614 Days - 0.50cph!
Unit NMA autobreaking on by default
Fixed Corpse NRE
Fixed Human-Combat BB read
AnimationRootMotion toggles NavMeshAgent.autoBreaking on and off
ECS LateTick
Navigation destination reached conditions cleanup, commented out an extra one that we probably dont need
Entity.FixedTick actually called by EntityManager
Navigation tick logic in FixedTick
Fixed a bunch of bad AI data caused by merge in 6105
FixedTick through manager and ECS code
fix nan and made acceleration increase when sprinting and running
Deleted the EquipWeaponSelector, because it wasn't a selector
Moved weapon mangement behaviours into the Combat-Basic module under a human only Manage Weapons goal
EquipWeaponSelectorSettings always returns true, even if we can't find a weapon
checked in the wrong file with last checkin:(
dynamically set navmeshagent stopping distance
dynamically set navmesagent stopping distance
Fixed BehaviourChain.ContainsActionOfType not doing what it should
FollowTargetSettings Ends and Stops Navigation instead of setting destination to our position
$BLACKBOARD_COMBAT_ABILITY$ Behaviour description variable
If we try to equip an item that's already held, we just set the active combat ability of our combat component to the first ability of that item.
hungry and starving vox edits
After we pick up something, let's automatically equip it.
Let right hand stow and equip, just like the left hand. Not everything is a bow.
this[] and FA.Count pattern in Items
Added DebugTools Item listing
starving male vox shortened
shivering male vox shortened
Added Items+Callbacks partial
Added UnitInteractionsState StateMachineBehaviour for better Items related animation event handling
Renamed VitalTypes.CurrentSpeed to DesiredSpeed
deleted commented segment
added events to switch items between L R back
Fixed some bugs in how equip and stow was gating callbacks on wrong conditions
Didn't cleaning up event data for equip and stow.
changed movement to idle blend from speed which is NavMeshAgent.speed (Maximum movement speed when following a path) to animatorSpeed which is Unit.Navigation.NavMeshAgent.velocity.magnitude (the current velocity)
Fixed tutorial and tasks widget issues by moving elements to prefabs rather than finding components in children etc
More unit portrait fiddling
Moved Unit portrait stuff into it's own manager, fixed tracker potraits being shit
Added unit to unit flag event.
Made a tribe combat activity.
lasp gasp of air male vox sound added
EmoteSettings holds UnitSoundsTypes, play sound in Emotes.TriggerEmote
Added Emotes for Sleeping/Running/Injured
Strip flags on death uncommtend
Cleaned up some crap Unit flags handling. Strip flags on death to ensure we fire triggers etc.
Added Human Corpse item
Dead people can't speak. Duh.
Improved target following range calculation
Human-Combat will now equip weapon before setting current combat ability (in selectors), that player commanded hunting/attacking makes the cavemen draw their weapon and use the weapon's abilities.
Fixed missing occlusion property error in terrainblendext
Fixed lighting in "Before/Particles/Lit Alpha Blended"
Removed VisualFX from clickdirt prefab
Removed VFX from Wounded Effect
Audio mixer tweaks
Fixed NRE in BehaviourChainElement
UnitDesire target death listener, commented out Unit.Combat.OnKilledUnit desire handling for now
Hooked up gamespeed sounds
Fixed missing refs on PlayerCameraEffects
Fixed Combat.RecieveHit not handling desire fulfillment checks properly, moved to a callback